Description
Let mobs use TACZ guns.
Mobs Use Guns TACZ adds shooting, aiming, reloading, and ammunition management to mobs holding TACZ firearms. Armed enemies may hide among zombie hordes, while pillager patrols may carry submachine guns or rifles, bringing new threats to familiar encounters.
Combat Behavior
- Armed mobs pursue their targets, adjust their aim, and strafe within engagement range.
- Mobs reload and consume ammunition. When they run out, they can return to their original melee behavior.
- When they have no combat target, mobs can search for and pick up compatible ammunition nearby.
- Supported humanoid mobs receive gun-holding, aiming, and reloading poses.
- Killing armed mobs provides a chance to obtain their guns and some of their remaining ammunition.
Default Gun Distribution
The mod includes gun pools for eight vanilla mob types, allowing armed enemies to appear as soon as it is installed.
| Mob | Gun Spawn Chance |
|---|---|
| Zombies, Husks, Skeletons, Strays | 25% |
| Piglins, Wither Skeletons | 30% |
| Pillagers | 35% |
| Zombie Villagers | 5% |
Each mob type has its own gun pool. As regional difficulty increases, rifles, burst-fire weapons, and more dangerous firearms gradually become available.
The percentages above are configured gun spawn chances. Actual spawns must also meet each gun’s minimum regional difficulty requirement. Baby mobs do not receive guns by default.
Customizable Difficulty and Distribution
The configuration file lets you adjust the damage multiplier for bullets fired by mobs, which defaults to 0.5×. You can also enable a brief glowing effect after mobs fire to help identify shooters.
Modpack authors can use datapacks to:
- Configure each mob type’s gun spawn chance, gun weights, and minimum regional difficulty.
- Specify gun IDs from loaded TACZ gun packs.
- Adjust strafing distance and speed while aiming.
- Control whether baby mobs receive guns or preserve specified original main-hand equipment.
- Use an entity type blacklist to exclude mobs whose gun-wielding behavior should not be managed by this mod.


